Bliss-Shader/shaders/lib/climate_settings.glsl

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// this file contains all things for seasons, weather, and biome specific settings.
// i gotta start centralizing shit someday.
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////// SEASONS /////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////// VERTEX SHADER
#ifdef Seasons
#ifdef SEASONS_VSH
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uniform int worldDay;
uniform float noPuddleAreas;
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void YearCycleColor (
inout vec3 FinalColor,
vec3 glcolor,
inout float SnowySeason
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){
// colors for things that arent leaves and using the tint index.
vec3 SummerCol = vec3(Summer_R, Summer_G, Summer_B);
vec3 AutumnCol = vec3(Fall_R, Fall_G, Fall_B);
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vec3 WinterCol = vec3(Winter_R, Winter_G, Winter_B) ;
vec3 SpringCol = vec3(Spring_R, Spring_G, Spring_B);
// decide if you want to replace biome colors or tint them.
SummerCol *= glcolor;
AutumnCol *= glcolor;
WinterCol *= glcolor;
SpringCol *= glcolor;
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// do leaf colors different because thats cool and i like it
if(mc_Entity.x == 10003){
SummerCol = vec3(Summer_Leaf_R, Summer_Leaf_G, Summer_Leaf_B);
AutumnCol = vec3(Fall_Leaf_R, Fall_Leaf_G, Fall_Leaf_B);
WinterCol = vec3(Winter_Leaf_R, Winter_Leaf_G, Winter_Leaf_B);
SpringCol = vec3(Spring_Leaf_R, Spring_Leaf_G, Spring_Leaf_B);
SummerCol *= glcolor;
AutumnCol *= glcolor;
WinterCol *= glcolor;
SpringCol *= glcolor;
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}
// length of each season in minecraft days
int SeasonLength = Season_Length;
// loop the year. multiply the season length by the 4 seasons to create a years time.
float YearLoop = mod(worldDay + Start_Season * SeasonLength, SeasonLength * 4);
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// the time schedule for each season
float SummerTime = clamp(YearLoop ,0, SeasonLength) / SeasonLength;
float AutumnTime = clamp(YearLoop - SeasonLength ,0, SeasonLength) / SeasonLength;
float WinterTime = clamp(YearLoop - SeasonLength*2 ,0, SeasonLength) / SeasonLength;
float SpringTime = clamp(YearLoop - SeasonLength*3 ,0, SeasonLength) / SeasonLength;
// lerp all season colors together
vec3 SummerToFall = mix(SummerCol, AutumnCol, SummerTime);
vec3 FallToWinter = mix(SummerToFall, WinterCol, AutumnTime);
vec3 WinterToSpring = mix(FallToWinter, SpringCol, WinterTime);
vec3 SpringToSummer = mix(WinterToSpring, SummerCol, SpringTime);
// make it so that you only have access to parts of the texture that use the tint index
bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0;
// multiply final color by the final lerped color, because it contains all the other colors.
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if(IsTintIndex) FinalColor = SpringToSummer;
#ifdef Snowy_Winter
// this is to make snow only exist in winter
float FallToWinter_snowfall = mix(0.0, 1.0, AutumnTime);
float WinterToSpring_snowfall = mix(FallToWinter_snowfall, 0.0, WinterTime);
SnowySeason = clamp(pow(sin(WinterToSpring_snowfall*SeasonLength)*0.5+0.5,5),0,1) * WinterToSpring_snowfall * noPuddleAreas;
#else
SnowySeason = 0.0;
#endif
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}
#endif
#endif
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
////////////////////////////// DAILY WEATHER //////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
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#ifdef WEATHERCLOUDS
uniform float Cumulus_Cov;
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float DailyWeather_Cumulus(
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float Coverage
){
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#ifdef Daily_Weather
Coverage += mix(Cumulus_Cov, Rain_coverage, rainStrength);
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#else
Coverage += mix(Cumulus_coverage, Rain_coverage, rainStrength);
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#endif
return Coverage;
}
uniform float Alto_Cov;
uniform float Alto_Den;
void DailyWeather_Alto(
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inout float Coverage,
inout float Density
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){
#ifdef Daily_Weather
Coverage = Alto_Cov;
Density = Alto_Den;
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#else
Coverage = Alto_coverage;
Density = Alto_density;
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#endif
}
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#endif
#ifdef Daily_Weather
uniform float Uniform_Den;
uniform float Cloudy_Den;
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void DailyWeather_FogDensity(
inout vec4 UniformDensity,
inout vec4 CloudyDensity
){
// set fog Profiles for each of the 8 days in the cycle.
// U = uniform fog || C = cloudy fog
// vec4( morning, noon, evening, night )
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UniformDensity.rgb += vec3(Uniform_Den);
CloudyDensity.rgb += vec3(Cloudy_Den);
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}
#endif
///////////////////////////////////////////////////////////////////////////////
///////////////////////////// BIOME SPECIFICS /////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
#ifdef Biome_specific_environment
uniform float isJungles;
uniform float isSwamps;
// uniform float isLush;
// uniform float isDeserts;
uniform float sandStorm;
uniform float snowStorm;
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void BiomeFogColor(
inout vec3 FinalFogColor
){
// this is a little complicated? lmao
vec3 BiomeColors;
BiomeColors.r = isSwamps*0.7 + isJungles*0.5 + sandStorm*1.0 + snowStorm*0.5;
BiomeColors.g = isSwamps*1.0 + isJungles*1.0 + sandStorm*0.5 + snowStorm*0.6;
BiomeColors.b = isSwamps*0.35 + isJungles*0.8 + sandStorm*0.3 + snowStorm*1.0;
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// insure the biome colors are locked to the fog shape and lighting, but not its orignal color.
BiomeColors *= dot(FinalFogColor,vec3(0.33333));
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// these range 0.0-1.0. they will never overlap.
float Inbiome = isJungles+isSwamps+sandStorm;
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// interpoloate between normal fog colors and biome colors. the transition speeds are conrolled by the biome uniforms.
FinalFogColor = mix(FinalFogColor, BiomeColors, Inbiome);
}
void BiomeFogDensity(
inout vec4 UniformDensity,
inout vec4 CloudyDensity
){
// these range 0.0-1.0. they will never overlap.
float Inbiome = isJungles+isSwamps+sandStorm+snowStorm;
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vec2 BiomeFogDensity; // x = uniform || y = cloudy
BiomeFogDensity.x = isSwamps*1 + isJungles*5 + sandStorm*15 + snowStorm*15;
BiomeFogDensity.y = isSwamps*5 + isJungles*2 + sandStorm*255 + snowStorm*100;
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UniformDensity = mix(UniformDensity, vec4(BiomeFogDensity.x), Inbiome);
CloudyDensity = mix(CloudyDensity, vec4(BiomeFogDensity.y), Inbiome);
}
#endif
///////////////////////////////////////////////////////////////////////////////
////////////////////////////// FOG CONTROLLER /////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
#ifdef TIMEOFDAYFOG
// uniform int worldTime;
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void TimeOfDayFog(inout float Uniform, inout float Cloudy) {
float Time = (worldTime%24000)*1.0;
// set schedules for fog to appear at specific ranges of time in the day.
float Morning = clamp((Time-22000)/2000,0,1) + clamp((2000-Time)/2000,0,1);
float Noon = clamp(Time/2000,0,1) * clamp((12000-Time)/2000,0,1);
float Evening = clamp((Time-10000)/2000,0,1) * clamp((14000-Time)/2000,0,1) ;
float Night = clamp((Time-13000)/2000,0,1) * clamp((23000-Time)/2000,0,1) ;
// set densities. morn, noon, even, night
vec4 UniformDensity = TOD_Fog_mult * vec4(Morning_Uniform_Fog, Noon_Uniform_Fog, Evening_Uniform_Fog, Night_Uniform_Fog);
vec4 CloudyDensity = TOD_Fog_mult * vec4(Morning_Cloudy_Fog, Noon_Cloudy_Fog, Evening_Cloudy_Fog, Night_Cloudy_Fog);
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#ifdef Daily_Weather
DailyWeather_FogDensity(UniformDensity, CloudyDensity); // let daily weather influence fog densities.
#endif
#ifdef Biome_specific_environment
BiomeFogDensity(UniformDensity, CloudyDensity); // let biome fog hijack to control densities, and overrride any other density controller...
#endif
Uniform *= Morning*UniformDensity.r + Noon*UniformDensity.g + Evening*UniformDensity.b + Night*UniformDensity.a;
Cloudy *= Morning*CloudyDensity.r + Noon*CloudyDensity.g + Evening*CloudyDensity.b + Night*CloudyDensity.a;
}
#endif